virtualx-engine/scene/3d/ray_cast.cpp

519 lines
16 KiB
C++

/**************************************************************************/
/* ray_cast.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "ray_cast.h"
#include "collision_object.h"
#include "core/engine.h"
#include "mesh_instance.h"
#include "servers/physics_server.h"
void RayCast::set_cast_to(const Vector3 &p_point) {
cast_to = p_point;
update_gizmo();
if (Engine::get_singleton()->is_editor_hint()) {
if (is_inside_tree()) {
_update_debug_shape_vertices();
}
} else if (debug_shape) {
_update_debug_shape();
}
}
Vector3 RayCast::get_cast_to() const {
return cast_to;
}
void RayCast::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
}
uint32_t RayCast::get_collision_mask() const {
return collision_mask;
}
void RayCast::set_collision_mask_bit(int p_bit, bool p_value) {
ERR_FAIL_INDEX_MSG(p_bit, 32, "Collision mask bit must be between 0 and 31 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << p_bit;
} else {
mask &= ~(1 << p_bit);
}
set_collision_mask(mask);
}
bool RayCast::get_collision_mask_bit(int p_bit) const {
ERR_FAIL_INDEX_V_MSG(p_bit, 32, false, "Collision mask bit must be between 0 and 31 inclusive.");
return get_collision_mask() & (1 << p_bit);
}
bool RayCast::is_colliding() const {
return collided;
}
Object *RayCast::get_collider() const {
if (against == 0) {
return nullptr;
}
return ObjectDB::get_instance(against);
}
int RayCast::get_collider_shape() const {
return against_shape;
}
Vector3 RayCast::get_collision_point() const {
return collision_point;
}
Vector3 RayCast::get_collision_normal() const {
return collision_normal;
}
void RayCast::set_enabled(bool p_enabled) {
enabled = p_enabled;
update_gizmo();
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(p_enabled);
}
if (!p_enabled) {
collided = false;
}
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
if (p_enabled) {
_update_debug_shape();
} else {
_clear_debug_shape();
}
}
}
bool RayCast::is_enabled() const {
return enabled;
}
void RayCast::set_exclude_parent_body(bool p_exclude_parent_body) {
if (exclude_parent_body == p_exclude_parent_body) {
return;
}
exclude_parent_body = p_exclude_parent_body;
if (!is_inside_tree()) {
return;
}
if (Object::cast_to<CollisionObject>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject>(get_parent())->get_rid());
}
}
}
bool RayCast::get_exclude_parent_body() const {
return exclude_parent_body;
}
void RayCast::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (Engine::get_singleton()->is_editor_hint()) {
_update_debug_shape_vertices();
}
if (enabled && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(true);
} else {
set_physics_process_internal(false);
}
if (get_tree()->is_debugging_collisions_hint()) {
_update_debug_shape();
}
if (Object::cast_to<CollisionObject>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject>(get_parent())->get_rid());
}
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (enabled) {
set_physics_process_internal(false);
}
if (debug_shape) {
_clear_debug_shape();
}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (!enabled) {
break;
}
bool prev_collision_state = collided;
_update_raycast_state();
if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) {
_update_debug_shape_material(true);
}
} break;
}
}
void RayCast::_update_raycast_state() {
Ref<World> w3d = get_world();
ERR_FAIL_COND(w3d.is_null());
PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space());
ERR_FAIL_COND(!dss);
Transform gt = get_global_transform();
Vector3 to = cast_to;
if (to == Vector3()) {
to = Vector3(0, 0.01, 0);
}
PhysicsDirectSpaceState::RayResult rr;
if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {
collided = true;
against = rr.collider_id;
collision_point = rr.position;
collision_normal = rr.normal;
against_shape = rr.shape;
} else {
collided = false;
against = 0;
against_shape = 0;
}
}
void RayCast::force_raycast_update() {
_update_raycast_state();
}
void RayCast::add_exception_rid(const RID &p_rid) {
exclude.insert(p_rid);
}
void RayCast::add_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject *co = Object::cast_to<CollisionObject>(p_object);
ERR_FAIL_COND_MSG(!co, "The passed Node must be an instance of CollisionObject.");
add_exception_rid(co->get_rid());
}
void RayCast::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
void RayCast::remove_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject *co = Object::cast_to<CollisionObject>(p_object);
ERR_FAIL_COND_MSG(!co, "The passed Node must be an instance of CollisionObject.");
remove_exception_rid(co->get_rid());
}
void RayCast::clear_exceptions() {
exclude.clear();
if (exclude_parent_body && is_inside_tree()) {
CollisionObject *parent = Object::cast_to<CollisionObject>(get_parent());
if (parent) {
exclude.insert(parent->get_rid());
}
}
}
void RayCast::set_collide_with_areas(bool p_clip) {
collide_with_areas = p_clip;
}
bool RayCast::is_collide_with_areas_enabled() const {
return collide_with_areas;
}
void RayCast::set_collide_with_bodies(bool p_clip) {
collide_with_bodies = p_clip;
}
bool RayCast::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
}
void RayCast::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast::is_enabled);
ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast::set_cast_to);
ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast::get_cast_to);
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast::is_colliding);
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast::force_raycast_update);
ClassDB::bind_method(D_METHOD("get_collider"), &RayCast::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast::get_collision_normal);
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast::add_exception_rid);
ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast::add_exception);
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast::remove_exception_rid);
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast::remove_exception);
ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast::clear_exceptions);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast::set_exclude_parent_body);
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast::get_exclude_parent_body);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast::is_collide_with_areas_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast::set_debug_shape_custom_color);
ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast::get_debug_shape_custom_color);
ClassDB::bind_method(D_METHOD("set_debug_shape_thickness", "debug_shape_thickness"), &RayCast::set_debug_shape_thickness);
ClassDB::bind_method(D_METHOD("get_debug_shape_thickness"), &RayCast::get_debug_shape_thickness);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cast_to"), "set_cast_to", "get_cast_to");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Collide With", "collide_with");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_GROUP("Debug Shape", "debug_shape");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness");
}
int RayCast::get_debug_shape_thickness() const {
return debug_shape_thickness;
}
void RayCast::_update_debug_shape_vertices() {
debug_shape_vertices.clear();
debug_line_vertices.clear();
if (cast_to == Vector3()) {
return;
}
debug_line_vertices.push_back(Vector3());
debug_line_vertices.push_back(cast_to);
if (debug_shape_thickness > 1) {
float scale_factor = 100.0;
Vector3 dir = Vector3(cast_to).normalized();
// Draw truncated pyramid
Vector3 normal = (fabs(dir.x) + fabs(dir.y) > CMP_EPSILON) ? Vector3(-dir.y, dir.x, 0).normalized() : Vector3(0, -dir.z, dir.y).normalized();
normal *= debug_shape_thickness / scale_factor;
int vertices_strip_order[14] = { 4, 5, 0, 1, 2, 5, 6, 4, 7, 0, 3, 2, 7, 6 };
for (int v = 0; v < 14; v++) {
Vector3 vertex = vertices_strip_order[v] < 4 ? normal : normal / 3.0 + cast_to;
debug_shape_vertices.push_back(vertex.rotated(dir, Math_PI * (0.5 * (vertices_strip_order[v] % 4) + 0.25)));
}
}
}
void RayCast::set_debug_shape_thickness(const int p_debug_shape_thickness) {
debug_shape_thickness = p_debug_shape_thickness;
update_gizmo();
if (Engine::get_singleton()->is_editor_hint()) {
if (is_inside_tree()) {
_update_debug_shape_vertices();
}
} else if (debug_shape) {
_update_debug_shape();
}
}
const Vector<Vector3> &RayCast::get_debug_shape_vertices() const {
return debug_shape_vertices;
}
const Vector<Vector3> &RayCast::get_debug_line_vertices() const {
return debug_line_vertices;
}
void RayCast::set_debug_shape_custom_color(const Color &p_color) {
debug_shape_custom_color = p_color;
if (debug_material.is_valid()) {
_update_debug_shape_material();
}
}
Ref<Material3D> RayCast::get_debug_material() {
_update_debug_shape_material();
return debug_material;
}
const Color &RayCast::get_debug_shape_custom_color() const {
return debug_shape_custom_color;
}
void RayCast::_create_debug_shape() {
_update_debug_shape_material();
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
MeshInstance *mi = memnew(MeshInstance);
#ifdef TOOLS_ENABLED
// This enables the debug helper to show up in editor runs.
// However it should not show up during export, because global mode
// can slow the portal system, and this should only be used for debugging.
mi->set_portal_mode(CullInstance::PORTAL_MODE_GLOBAL);
#endif
mi->set_mesh(mesh);
add_child(mi);
debug_shape = mi;
}
void RayCast::_update_debug_shape_material(bool p_check_collision) {
if (!debug_material.is_valid()) {
Ref<SpatialMaterial> material = memnew(SpatialMaterial);
debug_material = material;
material->set_flag(Material3D::FLAG_UNSHADED, true);
material->set_feature(Material3D::FEATURE_TRANSPARENT, true);
// Use double-sided rendering so that the RayCast can be seen if the camera is inside.
material->set_cull_mode(Material3D::CULL_DISABLED);
}
Color color = debug_shape_custom_color;
if (color == Color(0.0, 0.0, 0.0)) {
// Use the default debug shape color defined in the Project Settings.
color = get_tree()->get_debug_collisions_color();
}
if (p_check_collision && collided) {
if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
// If base color is already quite reddish, highlight collision with green color
color = Color(0.0, 1.0, 0.0, color.a);
} else {
// Else, highlight collision with red color
color = Color(1.0, 0, 0, color.a);
}
}
Ref<Material3D> material = static_cast<Ref<Material3D>>(debug_material);
material->set_albedo(color);
}
void RayCast::_update_debug_shape() {
if (!enabled) {
return;
}
if (!debug_shape) {
_create_debug_shape();
}
MeshInstance *mi = static_cast<MeshInstance *>(debug_shape);
Ref<ArrayMesh> mesh = mi->get_mesh();
if (!mesh.is_valid()) {
return;
}
_update_debug_shape_vertices();
mesh->clear_surfaces();
Array a;
a.resize(Mesh::ARRAY_MAX);
uint32_t flags = 0;
int surface_count = 0;
if (!debug_line_vertices.empty()) {
a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), flags);
mesh->surface_set_material(surface_count, debug_material);
++surface_count;
}
if (!debug_shape_vertices.empty()) {
a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, a, Array(), flags);
mesh->surface_set_material(surface_count, debug_material);
++surface_count;
}
}
void RayCast::_clear_debug_shape() {
if (!debug_shape) {
return;
}
MeshInstance *mi = static_cast<MeshInstance *>(debug_shape);
if (mi->is_inside_tree()) {
mi->queue_delete();
} else {
memdelete(mi);
}
debug_shape = nullptr;
}
RayCast::RayCast() {
enabled = false;
against = 0;
collided = false;
against_shape = 0;
collision_mask = 1;
cast_to = Vector3(0, -1, 0);
debug_shape = nullptr;
exclude_parent_body = true;
collide_with_areas = false;
collide_with_bodies = true;
}